// puck_hid.h -- the Steam Controller puck personality (MODE_STEAM + MODE_LIZARD). // // This is the controller that wears Valve's Proteus puck identity (28DE:1304) and exposes the four puck HID slot interfaces // (interface N owns bond slot N). It implements: // - the puck feature COMMAND CHANNEL (handleSet/handleGet): reports 0x83/0xAE/0xB4/0xAD/0xA2/0xA3 the host // uses to read attributes/serials and read/write/clear bond slots, plus the host->controller haptic relay // ride-along on OUTPUT reports 0x80-0x86 and feature passthrough (report 0x01). // - the seamless LIZARD decision: when Steam is driving the gamepad (recent OUTPUT/heartbeat) we forward the // gamepad report 0x45; when Steam is closed we present keyboard+mouse on the SAME interface. MODE_LIZARD // forces lizard always. lizardActive() is the single source of truth, shared with the haptic gate so we // never relay haptics while presenting lizard (Steam isn't reading 0x45 back -> would buzz-loop). // - the USB connection-state presentation (reports 0x79 / 0x7B) Steam reads to mark the controller connected. #pragma once #include "controllers.h" #include // Forward report 0x45 only when the seq advanced (dedupe like the real puck); sending stale // repeats makes Steam's trackpad smoothing stair-step. (WebUSB field 14) extern uint8_t g_fwdNewOnly; // Content dedup: forward a 0x45/0x42 report only when its body EXCLUDING the free-running counter byte // changed, so the delivered rate tracks the controller's real distinct-report rate (not the poll rate). // On by default; console "CD" toggles for A/B. (see puck_hid.cpp for the why) extern uint8_t g_fwdContentDedup; // True while we are presenting the desktop keyboard/mouse instead of forwarding the gamepad to Steam // (MODE_LIZARD always, or MODE_STEAM once Steam's heartbeat has stopped). Exposed so the haptic layer can // tell "lizard is active" without duplicating the heartbeat logic -- the lizard-suppression keepalive must // NOT run while lizard is active, or it disables the controller's autonomous touchpad haptic ticks. bool puckLizardActive(); // Feature-command capture (diagnostic): when g_cmdCapture is on, Steam's USB feature SET/GET commands are // logged to serial (# FC lines) from loop context and the high-rate I45 input stream is suppressed, so the // connect handshake is readable. puckCmdLogDrain() must be called once per loop(). Console "FC" toggles it. extern bool g_cmdCapture; void puckCmdLogDrain(void); // Drop Steam's relayed 0x81 CLEAR_DIGITAL_MAPPINGS in Steam mode (the amp-clicker in Steam's per-connect // config; OpenPuck doesn't need it). On by default; console "S81" toggles for A/B. extern bool g_drop81; class SteamPuckController : public IController { public: void begin() override; void onReport45(int slot, const uint8_t *rep, bool fresh, uint8_t bodyTlen) override; void onAuxReport(int slot, uint8_t rid, const uint8_t *data, uint8_t n) override; // forward controller 0x43/0x44 status to Steam void task() override; void wakeEvent() override; bool isPuck() const override { return true; } }; extern SteamPuckController g_steamPuck;